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Breaking doors should be instant

I really like the new breakable doors, but it would be better if the breaking action was instant.

For example the saloon where the generator is located, it would be better if killer can spook survivors with breaking a door, but sadly now it takes time and survivors will hear the action.

In general I love dynamic maps that changes when generators are completed and objects can be destroyed.

Comments

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    I think the walls need to take as long as pallets do to be broken for balancing reasons.

    However, I do think it could be fun if certain killers could destroy these more quietly (or in a way that appears more sudden) as a result of the Undetectable status. It would take the same overall amount of time to break the wall, but maybe trigger a unique animation where the killer just smashes the wall by walking or bursting through it (a la Jason or the Kool-Aid man).

  • PalletsAndHooks
    PalletsAndHooks Member Posts: 989

    That closet scene with Michael Myers busting through and attacking Laurie.

  • Sinner5Gonn4Sin
    Sinner5Gonn4Sin Member Posts: 103

    Going trough the door in a fraction of second for the more muscular killers followed by a little stagger animation for balancing reasons.

    For the smaller ones, somehting like using their weapons to break trough it and piercing a hole in wich they show their face ( Hey don't bash me because I like the Shinning ) and remove the broken pieces of the door.

  • arcnkd
    arcnkd Member Posts: 446

    Seriously approve of this. The idea of Survivors running inside and then having plenty of time to get out of the room before I break the wall/door just makes me leave the wall or door as it is. Imagine the shock/surprise of instant wall/doors just shattering as the killer breaks through mid-chase. It'd be beautiful and force Survivors to have to 'think and keep moving' instead of 'stopping' in a room and waiting to see which way he's coming from before running away; or risk them coming straight through the building at them.

  • arcnkd
    arcnkd Member Posts: 446

    Not fast enough, in my opinon, and shouldn't have to sacrifice a perk slot for something that should be base game like this and only serves to 'protect' Survivors and give them a second chance to get away from it.

  • PassarinoT
    PassarinoT Member Posts: 910

    It's supposed to make you consider breaking them, if it was instant, you would have no hesitation during a chase and you would obviously break it, but if it's not then you have to consider distance and timing of the chase.

  • KingOfGhost
    KingOfGhost Member Posts: 236

    The idea was to create strong loops for survivors and let the killers "choose or not " to destroy them if they want. The thing is they made yet again a very bad job and create either utra strong loops you need to destroy (SH DLC) or pointless wall that help nobady.

  • CalamityJane
    CalamityJane Member Posts: 487

    I think they should take the same amount of time to break, however if there's a survivor directly on the other side, the killer punches through and grabs them before smashing through the wall. It would make them way more terrifying, especially the ones on midwich right next to gens.

  • arcnkd
    arcnkd Member Posts: 446

    You would only break them on certain maps - because some of the walls are incredibly useful for walling off areas making it harder for Survs to maneuver. For exaple; the walls on either side of the school on Freddy's map - I never break those; leaving only 2 entrances/exits to the building for any unfortunate soul that goes in there.

    At this point they should've just made them solid walls, unbreakable, because 9 times out of 10 it is better to not bother breaking a wall because it helps more with it standing. And I'm sorry - having no hesitation to break during a chase and putitng extreme pressure on Survivors to actually make decisions on where to go instead of 'where the nearest loop'? Hell yes. Chases are too simplistic and don't have any "pressure" it's just loop, loop, loop - has he given up on me yet? No? - loop, loop. Insta-shatter walls would at least force them to react on their feet when their 'loop' suddenly explodes into shrapnel.

  • Avarice10
    Avarice10 Member Posts: 482

    I'd rather they remove the doors, I thought they were going to place them by strong loops so the killer could break it and make a shortcut, but they're being used to block doors that were always open and the killer has no reason to break them.

    The side doors are blocked in the school which I thought the killer would have to break to hook people, but hooks are so close to the open doors the killer doesn't need to break them.

  • Avarice10
    Avarice10 Member Posts: 482

    Well stealh in this game is discouraged because of scratch marks, I mean in order to escape a killer you need to break LOS but you leave a nice long breadcrumb trail to where you went, so because of how weak stealth and juking is, the only real alternative is to be good in a chase and being able to waste the killers time, that's your best bet at surviving.

  • arcnkd
    arcnkd Member Posts: 446

    Stealth is discouraged by dev design wanting to 'force' players to play risky and get chased. It's why stealth is punished by getting very, very little bloodpoints - so you're basically wasting your time playing the game. Because the Devs have zero respect for playstyles and are the "play this our way" type of Devs.

  • Avarice10
    Avarice10 Member Posts: 482

    Well it's also because when DBD was first released a lot of survivors played stealthy and killers were complaining about how hard it was to find survivors and how boring matches were, so the devs started to discourage stealth and encourage being in a chase and gave survivors tools to survive chases, so they had strong windows, lots of pallets, and strong perks. The original SB will always be the best exhaustion perk tbh.

  • arcnkd
    arcnkd Member Posts: 446

    Exactly. Instead of doing the logical thing and rewarding BOTH playstyles, they swung the pendulum and decided to dictate how the game should be played like every other crappy Dev out there these days.